Wild Future RPG is a forum-based Pokémon RPG geared towards more mature and advanced role players. Set in a disaster-stricken and climate-altered version of Kanto and Johto, players will adventure around familiar places in not-so-familiar states. As an open-ended RPG, there is no true ultimate goal or set path, allowing you to freely wander the ruins of Kanto and Johto. On your journey, you'll meet many people trying to get by in this broken world and who are often in need. Fulfilling quests for them is the best way to make money, obtain items and encounter Pokémon, and is what drives this RP.

Unlike most Pokémon RPGs, though, the Pokémon themselves are a rarity. Pokémon have become very shy, wary and stand-offish, meaning a little extra work is required before capture is possible. This means that you must first befriend the Pokémon before you can even initiate a battle. If you attack suddenly or provoke them otherwise, they will run, but if you act slowly and try to befriend them, then they will offer battle on their own terms. Keep in mind that not every Pokémon will be easy to befriend - those who are around many people, like those in towns, will be easier to befriend, while those deep in caves or forests will take much more effort. There are many ways to befriend a Pokémon; what you do is up to you.

Q & A:What do I need to do to register?
Simply make a post in the Registration thread containing the following information:

While we aren't looking for a life story or any great detail, we would like at least a decent amount of information to show that you've thought out your character. You can edit it all you wish once you sign up, but we want just a little bit to get you started. Consider it your first show of your RPing skills!

What is the "Starter Group"? How do I receive my starter? What starters are there?
In Wild Future, your starter is selected for you - kind of. Instead of picking a totally random starter for you, we give you some options. We've hand picked 55 different Pokémon and arranged them into 5 groups, each containing a variety of Pokémon. Upon registration, you will choose one of the groups and the updater that approves you will randomly choose one of those 11. This will be your first Pokémon and your first companion, whether you like it or not. If your first choice is one you can't stand, you can opt for a single reroll, but whatever you get is your starter! Along with that, you will be randomly generated a complimentary Egg Move (and some even get 2!) to make your beginning few battles a little more tolerable. If you absolutely hate that egg move, you can also have one veto on that.

The group list can be found in the first post of the Registration thread.

I don't like my starter/event Pokémon/the wild Pokémon I've been seeing! I want X Pokémon!
As an advanced-level RPG, Wild Future is about adapting to what you've been given. Unlike other Pokémon RPGs, obtaining Pokémon is not easy, so finding your favorites will not always be an option. Wild Future is set up so you can discover new Pokémon you may not have considered before and to give you a rich experience encompassing all of the Pokémon in existence, not just a select few. Don't worry, though, popular and rare Pokémon do await you out there, and may even be distributed in an event or two! Keep exploring and always keep your eyes peeled.

For your starter roll, however, you do get a second chance in the form of a single veto, allowing for one re-roll in the same group.

I'm registered and approved! What do I do now?
First thing's first: copy your character info and create a thread in the Quest Logs forum. This will contain all your information for the RP and will be editable by only you. You can keep anything you need in these threads, including Pokémon statistics, biographies, character info, items, a quest log and anything else you might need! Once you've got that set up, you can start your adventure! Beyond the normal information, we highly suggest that you keep a log of past and current quests with a short summary of each to ease the transition for any new updaters you might have. It'll make it so new folks can jump into your adventure without having to read huge pages of updates and replies and will help your adventure keep moving.

Once you're ready, post a thread! You can start off in one of four areas: Azalea, Olivine, Viridian or Cerulean. The first post will be an introduction, something simple saying that you're entering the area. There's no real length requirement or suggestion; feel free to start with what you want (background, backstory, banter, comedy, or just a simple entrance post). Once you've posted, an updater should come along and give you a few options to start your journey!

I've RP'd a little or left for a while and I don't really like my character anymore. Can I reset?
Sure! You actually have a couple options. You can A) keep your current character (and edit them somewhat if you like) and just post another thread or B) you can make a new character from scratch and post in the Registration thread for another starter. Unfortunately, if you reset, any Pokémon, items or progress you made in your thread will be erased, and your starter, if you keep it, will revert back to its first stage at level 5 with only starting moves (though you can keep the egg move you rolled). But, anything obtained outside of the thread, including in giveaways, from the updater rewards or other such events can be kept and used right from the start; no need to go to a Center. If you used it in your last thread, though, you can't use it again - no double dipping!

Can I have more than one character?
Wild Future is a game that works much better with more adventurers than updaters. As such, once you win one badge or there are 150 total posts in your primary adventure, you can choose to start a second adventure with a new character. However, keep in mind that if you have a second adventure, you'll have to split out-of-thread winnings, such as from events or updater rewards, between the two.

How does updating work?
Updating is DM-style - you propose an action in your post and the updater will determine the outcome. You are playing as your character, so the only thing you'll be in control of is the actions of your trainer (and your Pokémon, once in your possession), but not of any NPCs you may encounter or what happens around you! You may not be in control of every action, though, as the updater may have to take control of your character for a moment to advance the plot along quicker. In this RP, updating is somewhat different than many other RPs, as anyone is allowed to update you. Updaters are encouraged to trade off with every update until a quest is given or some other significant plot point is reached where the updater desires to update you exclusively, allowing them to claim an updatee for a time. If the updates cease or an updatee is dissatisfied with their updates, they may request the claim to be broken. Battles will also allow for a temporary break in a claim, in order to keep the momentum of the battle going.

How do I become an updater?
In order to become an updater, all you need to do is make a registration post in the registration thread. While we've waived the capture requirements, we recommend that you take some time to familiarize yourself with the rules and how it works; perhaps complete your first quest before you apply. We wish to give everyone a chance to be a part of this game to its full extent and generate as much activity as possible, so we encourage everyone to update each other. Updating will also grant the updater bonus Star Shards, which can be exchanged for rare or valuable items.

What is Self Updating? What is Bunnying?

As a player, you only have the ability to control your Character and their Pokemon. All their actions and reactions are up to you. On the other hand, non-player characters, environmental conditions, and other events are controlled by your updater. For example, you cannot have yourself encounter a Pikachu in a bush. Of course, this is a two-way street. Updaters can't really control your character either, beyond minor movement and natural reactions. When they do, that's called Bunnying. As mentioned, your characters actions and reactions are up to you. However, please keep in mind that movement will typically be bunied to get you from point A to point B. If you as a player feel that your character is being bunnied, simply contact your updater and ask them politely to stop.

What is the goal of this RPG? What are quests? What is the purpose of quests?
The goal of this RPG is to complete quests to help the world improve, and ultimately to mend what you can, while at the same time, to get items or money to help build your team. You are also more likely to encounter Pokémon during quests, depending on what it is. Quests are tasks that can be distributed by any NPC in any fashion. There are no set quest or set rewards; udpaters are free to assign quests and their rewards how they see fit. You will at least get 1-4 Star Shards (which are redeemable for prizes), some money and maybe some other prize, depending on the nature and difficulty of the quest. While anyone can give you a quest, Gym Leaders can give out special quests, and, if you complete enough of them, they may be willing to challenge you to a battle. If you earn their badge, you can earn certain benefits.

How do battles work? How do I capture Pokémon? How do trainer battles work? How do Gym Battles work?
Battles work much like in other Pokémon RPGs; you order a few attacks from your Pokémon (generally between 1 and 3, though more than 2 per round may tire your Pokémon), and the updater will respond with appropriate attacks (either ordered or not, depending on wild or trainer). They will then play out how the battle proceeds. Most 1 vs. 1 Pokémon battles will last about 4 updates, depending on a number of factors.

Wild battles will be conducted whenever you encounter a hostile wild Pokémon (which will be uncapturable) or are initiated by a befriended wild Pokémon (which can be captured). In this case, the orders from a the wild Pokémon will be blind, but their moveset will be limited and the moves they use will be somewhat random. Wild befriended Pokémon will be about at the average level of your current party, but no lower than level 3 or 4. As you continue on your adventure, wild Pokémon will increase in level, but will not exceed level 20 in most areas, and 35 in areas such as Indigo or Cerulean Cave. Wild Pokémon will be able to use any moves accessible to them at this level, as well as one or two egg moves if their moveset is sparse or the Pokémon has been well-befriended, decided at the updater's discretion.

Trainer battles can occur as a part of a quest, a random occurrence, or as a casual encounter in a town. You may also find normal trainer battles in city's Gyms if you wish to perform some training. Battles work much like wild battles, though there will be audible orders. At the beginning of a battle, a trainer will agree to a number of Pokémon (generally between 1 vs. 1 and 3 vs. 3, though if the updatee agrees to a longer battle, that is also possible). When you agree to a battle, you will send out your first Pokémon. The opponent will then send out their first battler and orders will be given alongside this. You will order and the battle will begin. After that update, you will give orders in your reply, and the trainer's orders will be given at the beginning and end of the next update. This back-and-forth will continue until a KO, when the battle will end or a new Pokémon will be sent out and given orders. KOs on your side will grant some experience or a level. When the battle ends, you may win a small sum of cash or items, and if you lose, you may forfeit some cash. The Pokémon and movesets of the trainers will be up to the updaters, but the Pokémon used should be of roughly the same strength as the updatee's party. They will be able to use any moves in their level-up set up to the level of the Pokémon they're facing, as well as a few Egg or TM moves as is appropriate.

Gym Battles work identically to trainer battles, but the stakes are higher and the Pokémon used are specified. Gym Battles will only be conducted after a few quests are completed and will be offered by the as a reward for your assistance. Gym Battles will be conducted in the Gym's battle arena (which can be used for normal Trainer battles as well). The Pokémon used will depend on the number of badges you have, and with the exception of your first Gym Battle, will always be 3 vs. 3 (you first battle can be less if you've not captured 3 Pokémon yet). Depending on the number of badges you have, the Gym Leaders will have different teams. Between 0 and 3 badges, they will have a set team of 3. With 4 badges, they will add in a 4th option, and with 6, they will get a fifth. Once you obtain 8 badges, they will use a team of fully-evolved Pokémon and be able to select from a team of 6. In these battles, you may use the 6 Pokémon you currently have on you, though you are free to change your team beforehand. Levels and movesets will also scale with the number of badges you have, capping around 40 once you have 8 badges.

For winning a Gym Battle, you will be granted a sum of cash, a badge, and the Gym's TM. This TM will be used by all Pokémon in the Gym and will be either exclusive to the Gym, expensive or hard-to-find otherwise. When you collect 8 badges, you may also challenge any previously-beaten Gym again without the need for Quests to fight their full team. This will give you access to am exclusive Complex TM and a considerable cash prize. Any badge obtained after the 8th will give you both the Complex TM and the Simple TM if you do not already own it.

How many quests can I do at once? What is the purpose of badges? How many Pokémon can I have?
All players will start off with the ability to "hold" 3 quests at once, and gaining badges will slowly expand that capacity. The first badge will allow you 4 quests, with every other badge obtained after that granting you one additional quest slot.

Badges will also allow you to gain access to the Pokémon storage system, which will allow you to possess Pokémon beyond the standard team of 6. Each badge will grant you two additional slots. The storage system works much like it does in the game - you can only withdraw or deposit Pokémon in cities (either at a Gym or Pokémon Center) or independent Centers, and if Pokémon are captured with the full team of 6, they will be sent directly to the PC. If the PC is full, the capture will fail.

What is the purpose of Shards?
Star Shards are a special type of currency in Wild Future, taking the form of mysterious gems that were found scattered around the regions in recent times. Due to their beauty and strange properties, they are highly coveted by Shard Traders, merchants that import a large variety of items from outside regions to trade in exchange for these crystals. Shard Traders can be found in any city or town, and will exchange rare or valuable items for a number of Shards.

Shards are obtained through two means. The primary mean is through quests. On successful completion of the average quest, one or two Shards will be granted to the player at the discretion of the updater. The more intense or involved the quest, the more shards granted. Shards may also be obtained for updates. Every 15 updates produced (about the average length of a simple quest) will entitle the updater to one Star Shard.

How do Gyms work? Where can I find quests? How do TMs/HMs work?
Unlike in the games and anime, Gyms are not simply for battling. After the Disasters, they have taken on a new role. They serve a center for trainers, offering many training and support services. Their primary function is training - each Gym offers training, allowing your Pokémon to gain experience upon the completion of a task. This can be anything from a simple chore to a GL-lead trek, and experience gained may vary depending on your success. They are basically simple quests whose rewards are experience instead of items or Star Shards. Since each Gym has a type specialty, Pokémon who share a type with the Gym will gain experience more easily at said gyms.

Gyms can not only train levels, but also attacks. Every gym (except Mahogany) offers at least one HM that they will train any compatible Pokémon for no cost. Certain TMs must also be taught at Gyms. While Simple TMs (TMs or Move Tutors from the game) can be taught to compatible Pokémon at any time, Complex TMs (TMs of moves that are not TMs in the game) or incompatible Simple TMs (within reason) must be taught at Gyms. There is a slight fee based on the base power for damaging attacks ($10 = 1 BP) or PP for non-damaging attacks ($20 = 40 PP, $25 = 35 PP, $30 = 30 PP, etc), though if the Pokémon it is being taught to or the move type is compatible with the Gym, the fee will be waived. TMs of both types are not expendable, just like in the most recent generations of the games, meaning you may teach your Pokémon the TM move as many times as is possible. Gyms can also be used to train back any moves that your Pokémon missed by evolving. As long as the Pokémon is at or above the level its preevo was when it learned it and the Pokémon doesn't learn it itself via level, it can be tutored the move at any Gym for no charge. Moves missed by evolving after that level will be learned automatically without the need for training.

Gyms are also "town centers" of a sort, acting as a gathering place for trainers or citizens who require help. This makes it the perfect place to hunt for quests. Quests can be obtained by a variety of means - asking around, checking a Gym bulletin board, requesting a Gym Leader quest or just happening on one by chance. Gym Leader's quests are special and exclusive to Gyms, usually involving a request concerning their area, Gym type or personality. After completing a number of quests (quests from the leader will lead a bit more directly to a battle), they will challenge you to an official Gym match. If you win, you gain their badge and associated bonuses. You might be able to find other trainers willing to battle, as well, and you might even earn a little extra if you win.

TMs are a rather strange and not well-understood technology, taking the form of a disc which uses what is effectively digitized attack information and a complex neurologically-targeted information beam to teach moves to Pokémon that they would not otherwise learn from natural growth. Pokémon appear to have establishes sets of TMs that they are "compatible" with, allowing them to be taught freely through the use of a TM case, which comes equipped with an apparatus that reads the disc's data and implants this information into their mind. Changes in Pokémon behavior seem to have improved their ability to learn unfamiliar techniques that, with a targeted training regimen and a quick TM scan, can teach them these otherwise unusable moves. Often, Gyms will charge to do this if the Pokémon or Move is not of their type specialty, but the fee is waived for moves or Pokémon that share the Gym's type, often due to the fact that this knowledge about their type is seen as quite valuable.

How do shops work?
Every city has at least 2 shops, with larger cities having 3 and Celadon/Goldenrod holding the Department Stores. Every city will have a basic provisions shop that sells important and basic medicine and Poké Balls. They will also have 1-2 specialty shops selling specific items. Department stores will sell a greater selection of items, holding a few stores under one roof. All prices are listed in the List of Shops, here. Shops found in each area will be listed under the area descriptions.

Whenever you are in a city and not actively questing, you can perform an "errands" post, allowing you to do things about town (e.g. purchasing items, depositing Mail, accessing the PC, teaching TMs/HMs, etc.) without having to RP every action in separate updates or in great detail.

How do levels and experience work? How do level up moves work?
Though levels can be gained through battle, that is not the primary means. Levels are gained mostly through completion of quests, battles or training in Gyms. Upon completion of a task, the Pokémon involved will gain some "experience", though it is not a solid amount or number. An updater will determine when your Pokémon will level based on various factors, including the intensity of the training/quest, current level, and previously completed quests/training since the last level up. Rare Candies can also give you levels, but any quest or training done since the last level up will not count towards the new level.

Since we generally want you to get the most out of the few 'mon you have in WF, level-up moves are treated a little differently - if your Pokémon's species has learned a move by level at any point in any generation, you will gain access to it at the earliest possible level. This applies species-to-species, though - if a Pokémon has evolved, they must reach the earliest level of that evolution to get the move, not of their preevo (e.g. if you evolve your Nidoran♀ into a Nidorina at level 19, you still have to wait to level 23 to get Bite). If a Pokémon has totally missed out on a move due to evolution (be it via Stone or just a massive moveset change), you can tutor it back in a Gym for no cost, provided they are the same level and don't learn that move via level up themselves. If a move is missed due to delayed evolution, the Pokémon will learn it automatically upon evolution - no training needed!

Can I trade? How is trading performed? What is the purpose of Mail?
Trading is still possible, though it works a bit differently. The terms of the trade can be worked out via PM or otherwise, but in order to initiate it, Mail must be sent in the game. Mail can be sent from any Pokémon Center or Gym and purchased from any General Store. Mail must be sent by both parties to initiate a trade. Once mail has been exchanged, post in the Trade Thread to record the exchange and it can be processed. Both players do not need to be in a city for the trade to go through, but they will not technically have the items unless they are.

What are classes? What do they do? How does their benefit work?
Classes are a simple addition to add a bit of depth into characters. Each class has two types that they specialize in. When you choose your class, you choose one of the two types as a major and the other as a minor, as well as a weakness of any other type. Your major will make it so you encounter more Pokémon of that specific type and are able to befriend that Pokémon with greater ease. Minors will improve the chances of encounter, but befriending will be unchanged. Weaknesses will not change the encounter rate for that type, but it will make befriending more difficult. If you do not wish to have a class, you can choose the neutral "Trainer" class, which has no benefits or drawbacks. If you pick a single type class, you will have no weakness.

How do I capture Pokémon? How does "befriending" work?
Since Pokémon have grown distrustful of humans, capturing Pokémon is a much more complicated process than it has been in the past. In order to even get a battle with wild Pokémon to capture them, you must first coax them, befriending them through various means. Just about any friendly gesture can be used as an attempt to befriend a Pokémon, but there are a few tools and techniques that will make it easier.

Berries are widely available through the region as either quest rewards or from wild trees. They are your first option for enticing wild Pokémon and can be used to attract or become more friendly with a Pokémon. They can also be blended up to form Pokéblocks of various flavors and levels in Berry Shops and Department Stores. Though berries are effective, the flavor of Pokéblocks are more pronounced, and therefore, more satisfying to Pokémon. Berry and Block choice is key, however - all Pokémon have preferences based on their nature, which can be inferred from their actions, certain abilities, or other subtle signs.

Feeding them is not the only way you can befriend a Pokémon, though, and often won't be enough. Performing tasks for them, helping them out of bad situations or just kind actions can help with them over, until they offer you a chance for capture, from which you can initiate a battle or capture them directly if they are extremely attached.

Remember that not every Pokémon will be equally easy to befriend. While Pokémon like Skitty or Lillipup will be easier to befriend due to their exposure to humans, rarer or more secluded Pokémon will require more effort.

How do HMs work? How does Fly work? How does Surf work? Can I ride my Pokémon? How does Teleport work?
HM moves (and a few things like Dig), referred to collectively as Field Moves, are taught in Gyms for free. Each Gym teaches a unique HM move (though Surf is taught in both Cerulean and Olivine). They can be used in battle just like any other move, but also work well in the field for dealing with common roadblocks or other situations you might encounter.

Two Field Moves help facilitate travel by allowing you to use your Pokémon as transportation. Fly, like in the games, can allow you to move quickly between cities. In order for you to be able to use Fly, you must teach it first at Violet City Gym. Evolved or One-Stage Pokémon may be ridden, allowing you to fly between cities. Unevolved fliers may also be used, though they can only travel short distances within an area or between the edges of two areas. A Pokémon that is flown can transport you directly from one city to an adjacent city, but you must wait at least 10 updates before Flying again. You may fly up to two cities at a time, but your cooldown time will double. Like the games, you can only Fly to a city that you have previously visited.

Similarly, Surf has some restrictions placed on it as well. Although a huge number of Pokémon can Surf, some can do it better than others. You must be able to reasonably ride on a Pokémon in order to Surf on it, though smaller or unevolved Pokémon may be used to power a smaller vessel (such as a small boat). Water-types will generally have no problem navigating in the water, but non-Water-typed Pokémon will be somewhat slower as Surf mounts, and may be unable to bridge large distances, such as the Olivewood Ocean or between Seafoam and Fuchsia, without a rest. Similarly, smaller Pokémon towing a vessel may need a rest, even if they are Water-typed.

Although it does not require a Field Move to execute, in a similar vein, you may also ride your Pokémon. The rules on this are less strict - as long as the Pokémon is half your height and half your weight or larger, can reasonably walk on land, and you can ride on them reasonably without impeding their movement, you may ride them. However, after riding a Pokémon as a mount, you must wait 5 updates before riding them again. Riding a Pokémon as a mount will allow you to more easily travel between areas, and will make it so roadblocks or other things that slow your travel are easier to avoid.

Pokémon with the ability to Teleport may also use that ability to Teleport their trainer back to the last Pokémon Center they entered. Psychic Pokémon may Teleport their trainer over an adjacent area (e.g. if you're in Mt. Moon, a Kadabra can Teleport you to Pewter), but all others can only Teleport within the area they are currently in. Teleport also requires a 5 update cooldown before using it again.

How do Trials work? How do I get Z Crystals? How do I get Mega Stones? How do Z Moves work? How does Mega Evolution work?
When you beat a Gym Leader or complete a particularly lengthy quest, you may be granted with a Sevii Island Ticket. There are 3 tickets, the Trinity Ticket, the Rainbow Ticket and the Tanoby Ticket, each which grant you the chance to face two trials (details here)! The goal of the trials is to make your way to where the Totem Pokémon lurks and defeat it and its partner in battle. Once you have defeated the Pokémon, you will be granted the corresponding Z Crystal (and Z Ring if you don't have one already). Any Pokémon that directly participated in the trial (meaning actually participated, not just in the party) will also obtain the Z Crystal OR Mega Stone associated with them (you'll also get a Key Stone if you don't have one). Completing a trial will also impress Gym Leaders, and having completed the trial that matches the type of a Gym Leader will often encourage them to allow you to try for their Badge without too much questing. Even if the trial and their type doesn't match up, Gym Leaders will often give you a little more leeway with the prerequisite quests for just having completed a trial.

Once you have the Z Crystal for a type, you can give it to a Pokémon who has a move of that type. Once per in-game day, you can use a Z Move, which will either transform an offensive move into a high-power, heavy-hitting move, or add significant benefits to a support move. Z Moves can also be used in Gym Battles even if you've already used one that day - but be careful, if you choose to use a Z Move, the Leader won't hesitate to use one of their own! Mega Evolution works much the same way - you can Mega Evolve a Pokémon once per in-game day. After the battle, the evolution will revert and you'll be unable to evolve again until the next day. Like with Z moves, this resets for Gym Battles, but if you decide to use a Mega in a Gym, the Leader will also be able to use a Z Move against you! Additionally, a visit to the Pokémon Center to heal your Pokémon will refresh this counter.

A strange energy that has permeated the Kanjohto Region since the disasters seems to be having an effect on all the Pokémon in the region, imbuing them with raw evolutionary energy never seen before. Researchers have noticed that certain Pokémon have begun to evolve at earlier levels or in response to previously unknown stimuli. The following list contains all of the altered evolution methods currently known and an overview of known evolutionary methods.

General Evolution
Evolution can be triggered at any time as long as the necessary criteria for evolution are met. If your Pokémon has met its evolution criteria and you wish to wait for it to evolve, you may choose to keep it in its form until you are ready to evolve it. It does not need to meet the criteria a second time (i.e. level up again, be traded again) to evolve once it has met it; you may evolve a Pokémon at any time beyond that point. Holding an Everstone will prevent evolution, though it is not needed to prevent evolution.

Level
Most Pokémon evolve by reaching a certain level. Once your Pokémon has reached the level required, it can evolve whenever you wish.
Due to the relatively high evolution level of certain Pokémon and the difference in leveling speed between Wild Future and the games, some levels have been lowered to accommodate. The following Pokémon have had their evolutionary level changed.

In order to evolve a Pokémon who evolves through Friendship, one must complete four quests with this Pokémon in the active party OR have this Pokémon in their active party for a total of 100 updates. After one of these criteria is met, they must level up once, after which they can evolve. Friendship evolutions do not require it to be a certain time of day to occur. Eevee no longer evolves through Friendship. If this Pokémon is in a Friend Ball or Luxury Ball, it will only require 80 updates. If this Pokémon holds the Soothe Bell, they will require 20% fewer updates or one less quest to evolve. Additionally, if the trainer tracks the Pokémon's Mood, they may evolve once they have reached 160 mood.

Evolution Item
A number of Pokémon can evolve through the use of an item. There are two methods through which items can be used to trigger evolution.

Evolutionary Stones (Fire, Leaf, Moon, Shiny, etc., though not Oval) only require contact (i.e. do not require a level) to trigger evolution. Other items (Razor Claw, Razor Fang, etc.) require the Pokémon to hold the item and level up in order to evolve. Once the item is used to evolve the Pokémon, it is consumed, and it must be held in order to evolve, even if the level has been gained.

Eevee now evolves entirely through exposure to Stones, though Leafeon and Glaceon must still evolve in the same location as the Mossy Stone and Icy Stone. Eevee will evolve into Espeon if exposed to the Sun Stone, into Umbreon if exposed to the Dusk Stone, and into Sylveon if exposed to the Shiny Stone.

In order to evolve a Pokémon who evolves through Trade, one must either trade this Pokémon to another trainer OR give the Pokémon the item Energy Core to hold and have it gain a level. Although Karrablast and Shelmet must be traded with each other to evolve, they will evolve with the Energy Core without exposure to each other.

If a Pokémon requires a Hold Item upon Trading to evolve, one must either trade this Pokémon while holding the item OR give the Pokémon the corresponding item and have it gain a level. Like with other items, it is consumed when the Pokémon evolves and it must be holding it to evolve.

Location-Based Evolution
A handful of Pokémon evolve depending on their location. In order to evolve, these Pokémon must gain a level while in the corresponding area. Although they do not have to gain a level after one has been gained if they do not evolve at that moment, they must still be in that area to evolve. The following Pokémon evolve via this method: Magneton (Mt. Moon or Monument Pillar), Eevee (Mossy Rock or Berry Forest/Icy Rock or Icefall Cavern), Mantyke (Cerulan Port, Lavender Beach, Cinnabar Sea), Nosepass (Mt. Moon or Monument Pillar), Sliggoo (Pallet Town, Fuchsia City), Crawbrawler (Icy Rock, Mt. Silver, Icefall Cavern), Charjabug (Mt. Moon or Monument Pillar)

Certain Pokémon can evolve into Alolan variants. Pikachu, Exeggcute and Cubone can evolve into Alolan Raichu, Alolan Exeggutor and Alolan Marowak respectively by either undergoing the necessary evolution while in the Sevii Islands or by being exposed to a Strange Souvenir upon evolution.

Split Evolution
Pokémon such as Wurmple or Tyrogue who can evolve into multiple Pokémon based off in-game stats may evolve however their owner chooses. Therefore, when Wurmple reaches level 7, it can evolve into either Silcoon or Cascoon, Tyrogue may evolve into any Hitmon at level 20, and Rockruff can evolve into either Lycanroc form of their trainer's choice. Other split evolutions must have their requirements fulfilled in order to occur.

Move-Based Evolution
Certain Pokémon will evolve when knowing a move. Like the games, this Pokémon may evolve on the level it learned the move or after gaining a level knowing the move. How it learns the move does not matter, but a level must be gained before it can evolve.

Other Cases
- Day/Night evolutions do not require it to be the proper time of day.
- Pancham will evolve at level 32 if there is a Dark-type in the party OR if a level is gained in Mahogany at or after level 32.
- Gender-based evolution (Froslass, Gallade, Vespiquen, Salazzle) require the proper gender to evolve.
- Inkay evolves regularly at level 30.
- Nincada will produce a Shedinja at the same level with the same moves as Nincada if there is a space in the party and at least one Poké Ball in the trainer's possession. This will consume a Poké Ball.
- Feebas, in addition to evolving through the Prism Scale, may evolve via the Beauty appeal attribute once it has gained 200 Beauty points.

Poké Balls
An essential tool for any trainer, the Poké Ball is what makes a trainer a trainer. However, due to dearths in production, the Poké Ball has become significantly rarer and is no longer sold in stores. Kanjohto's supply is now mostly imported, making them a little difficult for the average person to get a hold of. Despite their higher prices and relative rarity, non-standard Poké Balls have grown in popularity in recent years, partly due to a relative lack of standard Poké Balls and partly due to the newfound benefits some rarer Poké Balls can afford.

Poké Ball - A standard Poké Ball, with no special embellishments or effects. Unlike other varieties, they tend to be rather sturdy, and can be used to house multiple Pokémon without breaking, allowing trainers to transfer a Pokémon out of the ball and reuse it for a new capture. It gives off a burst of white light upon release.

Great Ball - An above-average Poké Ball, with slightly improved functions. Pokémon are more comfortable in a Great Ball, slightly improving their overall mood, increasing their base mood by 10. It gives off a burst of light blue light upon release.

Ultra Ball - A superior Poké Ball, with improved functions. Pokémon are quite comfortable in an Ultra Ball, improving their overall mood, increasing their base mood by 30. It gives off a burst of yellowish light upon release.

Safari Ball - A style of Poké Ball previously made exclusively for Safari Zones and the Great Marsh. Unlike other varieties of non-standard Poké Ball, it only differs aesthetically. It gives off a burst of green and brown light upon release.

Master Ball - The ultimate Poké Ball, with top-level function. Even the unruliest Pokémon are extremely comfortable in a Master Ball, increasing their base mood by 70. It gives off a burst of purple light upon release.

Level Ball - A Poké Ball that promotes growth for lower-level Pokémon. Pokémon that are caught in this Poké Ball that are lower level than the lowest level Pokémon you own will level up slightly faster until they catch up. It can be crafted from a Red Apricorn. It gives off a burst of reddish light upon release.

Lure Ball - A Poké Ball that attracts Pokémon when fishing. When fishing with a Pokémon contained in this Poké Ball in the lead, you are more likely to fish up a Pokémon. Pokémon fished from the water will also feel more at home in this Poké Ball, improving their mood, increasing their base mood by 30. It can be crafted from a Blue Apricorn. It gives off a burst of blue light upon release.

Moon Ball - A Poké Ball emblazoned with the symbol of the moon. Pokémon associated with the moon (nocturnal Pokémon, those that evolve via the Moon Stone or at Night, including Lunatone) are at home in these balls, greatly improving their mood increasing their base mood by 30. It can be crafted from a Yellow Apricorn. It gives off a burst of yellow light upon release.

Friend Ball - A Poké Ball that makes its inhabitants quite friendly. If a Pokémon is held within a Friend Ball, friendship evolution will only require 80 updates. It will also increase their base mood by 30. It can be crafted from a Green Apricorn. It gives off a burst of green light upon release.

Love Ball - A Poké Ball that increases feelings of affection between Pokémon. A Pokémon held in a Love Ball will have an improved base mood, increasing it by 40, and are more likely to pass down moves when breeding. It gives off a burst of pink light upon release.

Heavy Ball - A heavy-duty Poké Ball that is designed to hold heavier Pokémon. Pokémon over 200kg will feel at home in these balls, greatly improving their mood, increasing their base mood by 30. It gives off a burst of greyish light upon release.

Fast Ball - A Poké Ball perfect for speedy Pokémon. Pokémon held in this Ball will feel a little faster and more agile. It gives off a burst of tannish light upon release.

Premier Ball - A Poké Ball with a sleek and simple design. Unlike other non-standard Poké Balls, it only differs aesthetically. It gives off a burst of red light and red and white-trimmed orbs upon release.

Repeat Ball - A Poké Ball that favors experience and familiarity. If you have two or more Pokémon of a particular evolutionary line, the Pokémon contained in this ball will have their mood greatly improved, increasing their base mood by 30. It gives off a burst of black, yellow-lined orbs and reddish light upon release.

Timer Ball - A Poké Ball that resembles some kind of timer. Pokémon held in this ball will have its mood improve greatly over time, increasing by 1 every update in the active party, for a mass addition to their base mood of 30. A red, white and gray clock-like shape will appear upon release.

Nest Ball - A cozy Poké Ball that is great for younger, lower levelled Poké Ball. Pokémon that are caught in this Poké Ball that are lower level than the lowest level Pokémon you own will level up slightly faster until they catch up. It releases a burst of tannish light and a nest-like pattern upon release.

Net Ball - A Poké Ball that is great for capturing tricky or elusive Pokémon. When fishing with a Pokémon contained in this Poké Ball in the lead, you are more likely to fish up a Pokémon. Additionally, Bug-typed Pokémon kept in this Poké Ball will feel more at home and have greatly improved mood, increasing their base mood by 30. It releases a net-shaped burst upon release.

Dive Ball - A waterproof Poké Ball, perfect for use underwater. Pokémon contained within this ball will have improved swimming and diving ability. Pokémon that are found in the water will also feel at home in this Poké Ball, improving their mood, increasing their base mood by 30. It gives off a burst of tealish bubbles upon release.

Luxury Ball - A luxurious Poké Ball that makes Pokémon feel right at home. If a Pokémon is held within a Friend Ball, friendship evolution will only require 80 updates. It will also increase their base mood by 30. It gives off a burst of golden light and sparkles upon release.

Heal Ball - A Poké Ball equipped with a special healing mechanism. Pokémon captured in this ball will be immediately healed. Additionally, all healing moves and items will be slightly more effective. It gives off a pink burst of light and light blue sparkles upon release.

Quick Ball - A Poké Ball that is incredibly quick to activate. Pokémon contained in this ball will get a slight jump on their foe when being released, able to attack their target without warning. It gives off a burst of blue light and a swirl of yellow and blue upon release.

Dusk Ball - A Poké Ball that exudes a looming darkness. Pokémon who are nocturnal Pokémon, evolve at Night or that dwell in caves will be at home in this ball, improving their mood significantly, increasing their base mood by 30. It gives off a burst of dark purple orbs and hazy light.

Dream Ball - A mysterious Poké Ball that seems to appear out of nowhere, seemingly conjured from Dream Mist. It enhances the ability of the Pokémon within to put their foes to sleep and makes them resist sleep unwillingly. It gives off a cloud of pinkish smoke and pale blue light upon release.

Healing Items
Healing items, once a common and essential tool for Pokémon trainers, have become scarce since the disasters with the major Silph Co. factories having shut down. Most items are now imported from outside regions - often not entirely legally - making them much harder to come by. Herbal alternatives have now become readily available to fill the niche, but their intense bitter taste make them generally disliked by most Pokémon. Additionally, some less conventional healing items, such as beverages, have become more popular as well, though they tend to just refresh Pokémon rather than heal them.

Potion - A small, simple first-aid medicine produced specially for Pokémon. It can be used to heal minor wounds and is more effective on younger and lower-level Pokémon. It can be sprayed directly on wounds or used superficially otherwise.

Super Potion - A higher quality, concentrated version of the Potion. It can be used to heal wounds and gives Pokémon a burst of energy. It is generally effective on most Pokémon, though not quite as useful for large or high-level Pokémon. It can be sprayed directly on wounds or used superficially otherwise.

Hyper Potion - A highly concentrated Potion. It can be used to heal nearly all wounds and gives Pokémon a great deal of energy. It is effective on all but the most powerful Pokémon. It can be sprayed directly on wounds or used superficially otherwise.

Max Potion - An extremely effective and highly concentrated Potion. It will restore a Pokémon to perfect health (aside from status effects). It can be sprayed directly on wounds or used superficially otherwise.

Full Restore - A concoction of high quality medicine that restores a Pokémon to perfect health, including status effects. It can be sprayed directly on wounds or used superficially otherwise.

Antidote - A simple, spray-on Antidote that can heal poisoning.
Paralyze Heal - A simple, spray-on relaxant that eases Pokémon out of paralysis.

Awakening - A simple, spray-on stimulant that jolts Pokémon out of deep sleep.

Burn Healh - A simple, spray-on salve that heals burns.

Ice Heal - A simple, spray-on chemical that thaws frozen Pokémon.

Full Heal - A spray-on panacea that can cure poison, paralysis, sleep, burns, and freezing.
Revive - A small, solid chunk of medicine. When fed to a fainted Pokémon, it will revive them, though they will only recover some health.

Max Revive - A large mass of Revive medicine. When fed to a fainted Pokémon, it will not only revive them but also restore them to full health.

Heal Powder - An herbal medicine that heals paralysis, poison, sleep, burns and freezing. However, as it has an intense taste, Pokémon will be put off by it, and only friendly Pokémon will wish to consume it.

Energy Powder - An herbal medicine that heals roughly as well as a Super Potion when ingested. However, as it has an intense taste, Pokémon will be put off by it, and only friendly Pokémon will wish to consume it.

Energy Root - An extremely potent herbal medicine that heals roughly as well as a Hyper Potion when ingested. However, as it has an intense taste, Pokémon will be put off by it, and only friendly Pokémon will wish to consume it.

Revival Herb - An herbal medicine that will jolt a Pokémon out of a fainted state when consumed. However, as it has an intense taste, Pokémon will be put off by it, and only friendly Pokémon will wish to consume it.

Fresh Water - A refreshing bottle of water that seems to stay at the perfect temperature for drinking at all times. It refreshes the Pokémon that drinks it.

Soda Pop - A bubbly, sugary drink that always seems to be nice and cold. It gives Pokémon that drink it a burst of energy.

Lemonade - A sweet and sour drink that is perfectly tasty to Pokémon and trainers alike. It gives a lasting burst of energy.

MooMoo Milk - An extremely nutritious drink produced by Miltanks. As it is packed with nutrients, it can heal some wounds when consumed, and gives a lasting burst of energy.

Berry Juice - A sweet juice made from crushed berries. It gives Pokémon that drink it a burst of energy and heals minor surface wounds.

Vitamins and Ethers
A series of rare medicines that are typically only available to seasoned battlers, these items enhance a Pokémon's ability in battle temporarily. The family of Ether medicines can generally not be found sold in shops due to their rarity, but the Vitamins can be found sold in some shops. Due to the lack of production, however, these vitamins are often lower in quality and only grant temporary boosts.

Ether - A strange concoction that gives Pokémon a burst of energy. This allows them to use three moves within a single round without negative consequences.

Max Ether - A potent concoction that gives Pokémon a lasting burst of energy. This allows them to use three moves within one round without negative consequences for the remainder of its time active.

Elixir - A concentrated concoction that gives Pokémon a burst of energy. This allows them to use three moves within a single round without negative consequences. The concentrated nature of the potion allows for four uses.

Max Elixir - A potent concentrate that gives Pokémon a lasting burst of energy. This allows them to use three moves within one round without negative consequences for the remainder of its time active. The concentrated nature of the potion allows for four uses.

HP Up - A vitamin that grants the user the ability to endure more attacks. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will have increased overall endurance.

Protein - A vitamin that grants the user increased physical strength. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will have increased Attack.

Iron - A vitamin that grants the user increased physical endurance. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will have increased Defense.

Carbos - A vitamin that grants the user increased special powers. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will have increased Special Attack.

Calcium - A vitamin that grants the user increased special resistance. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will have increased Special Defense.

Zinc - A vitamin that grants the user increased agility. When used on a Pokémon, for the next three battles or until the Pokémon gains three levels, the Pokémon will be able to attack faster and respond more quickly to situations.

Rare Candy - A mysterious type of candy filled with a great deal of energy. Eating one will make Pokémon gain a single level.

Type-Enhancing Held Items
A series of strange items that seem to have some sort of strange association with Pokémon of certain types. When held by a Pokémon, they give them a slight boost to the associated moves.

Silver Powder - A silvery powder from the wings of a Butterfree. It grants a boost to Bug-typed moves.

Soft Sand - A soft, powdery sand with a fine texture. It grants a boost to Ground-typed moves.

Spell Tag - A mysterious tag embued with a ghostly energy. It grants a boost to Ghost-typed moves.

Twisted Spoon - A spoon twisted by Psychic powers. It grants a boost to Psychic-typed moves.

Incense
A variety of artisinal incense that have recently grown in production in Kanjohto. The incense, complete with their own holders, produce strange smells that invoke odd effects in the Pokémon that hold them. They also seem to have bizarre effects on Pokémon reproduction that may cause certain Pokémon to produce less mature offspring.

Full Incense - An incense that causes Pokémon to feel bloated and sluggish. It slows their actions and relaxes them.

Lax Incense - A mysterious incense that causes Pokémon to feel lazy and carefree. It slows their reaction times and relaxes them.

Luck Incense - A peculiar incense that makes the Pokémon feel quite lucky. When held by a Pokémon in the active party, it will bring 10% more cash to their trainer from quest or battle rewards.

Odd Incense - A curious incense that focuses a Pokémon's mental abilities. It grants the holder a boost to Psychic-type moves.

Pure Incense - An incense that smells of purifying salts. It keeps hostile Pokémon at bay.

Rock Incense - An incense that smells chalky. It grants the holder a boost to Rock-type attacks.

Rose Incense - An incense that smells strongly of roses. It grants the holder a boost to Grass-type attacks.

Sea Incense - An incense that smells strongly of the sea. It grants the holder a boost to Water-type attacks.

Wave Incense - An incense that smells strongly of spume. It grants the holder a boost to Water-type attacks.

Rocks and Gems
For ages, mysterious stones with strange powers have been found across the region. These stones have the strange power to evoke the evolution of a small set of Pokémon. Recently, rarer stones have appeared, which cause more exotic transformations.

Sun Stone - A stone that radiates the energy of the sun. It causes evolution in Gloom, Eevee, Sunkern, Cottonee, Petilil and Helioptile.

Shiny Stone - A stone that seems to shine with its own light. It causes evolution in Eevee, Togetic, Roselia, Minccino and Floette.

Dusk Stone - A stone that looks like a fragment of shadows. It causes Eevee, Murkrow, Misdreavus, Lampent and Doublade to evolve.

Dawn Stone - A stone that holds a strange awakening power. It causes male Kirlia and female Snorunt to evolve.

Ice Stone - A frozen stone that is extremely cold to the touch. It causes Alolan Vulpix and Alolan Sandshrew to evolve.

Everstone - A stone that never changes, no matter the circumstances. It prevents evolution when held.

Damp Rock - A rock encased in a strange, moist crystal. It causes rain to fall for nearly twice the time it normally would.

Heat Rock - A rock with crystals that radiate heat. It causes intense sun to linger for nearly twice the time it normally would.

Icy Rock - A rock with crystals that are cold to the touch. It causes hail to fall for nearly twice the time it normally would.

Smooth Rock - A rock worn smooth by sand. It causes Sandstorms to last twice as long as they normally would.

Elemental Gems (one for each type) - A strange gem that seems to hold the essence of its associated type. It gives a single, significant boost to one attack of the associated type before breaking.

Battle Items
During the times before the collapse of the League, a wide variety of battling items were produced and used. While the popularity of battling for sport has declined in recent years, some aspiring trainers still seek out these unique wares to enhance their tactics and training.

Light Clay - A strange, malleable clay that seems to hold a strange power. It extends the effects of Light Screen and Reflect from five moves to eight moves.

Binding Band - A twisting band that Pokémon can use to tighten their gripping and binding moves. This strengthens their hold and increases the power of any moves that involve gripping or trapping.

Grip Claw - A claw that allows Pokémon to ensnare their pray. It makes it much harder for Pokémon to escape from trapping or gripping moves.

Big Root - A very absorbent root that sucks foes dry. All draining moves will restore more health to the holder.

Black Sludge - A mass of black, toxic sludge. While held, it will slowly chip away at the holder's health. Poison-typed Pokémon, however, will slowly restore health while holding it.

Leftovers - Some leftovers that don't ever seem to run out. Pokémon will take a little bite of it every round or so, restoring a little health.

Absorb Bulb - A bulb brimming with verdant energy. When it is hit with Water (or Water-typed moves), it will sprout and give the holder a boost in Special Attack. It will only work once within a battle and will need some time to dry out before it can be used again.

Assault Vest - A one-size-fits-all vest that protects against energy attacks. It grants a significant boost to Special Defense, though it makes it tough to use non-offensive attacks, which will be less effective.

Cell Battery - A powerful battery that stores charge extremely efficiently and can be used to give a jolt to a Pokémon's muscles. When it is hit with a electricity (or an Electric-typed move), it will hold charge and discharge into the Pokémon's muscles, giving it a boost to Attack. It will only work once in a battle and will need some time for its charges to re-calibrate before it can be used again.

Expert Belt - A well-worn belt that once belonged to a skilled fighter. It grants Pokémon a boost to their confidence (perhaps via a mysterious power) that makes super effective moves slightly more powerful.

Life Orb - A strange orb that emanates an odd power. It boosts the user's moves a good deal, but also saps their energy each time an attack hits.

Luminous Moss - A mysterious colony of moss that holds a great deal of protective energy and is particularly absorbent. When it is hit with Water (or Water-typed moves), it will sprout and give the holder a boost in Special Defense. It will only work once within a battle and will need some time to dry out before it can be used again.

Metronome - A ticking metronome that keeps a steady rhythm. A Pokémon holding this item will get a slight boost in power each time they use the same move consecutively.

Muscle Band - A headband that radiates a strong power. It slightly boosts the Attack of the wearer.

Wise Glasses - A pair of glasses that suggest great wisdom. They slightly boost the Special Attack of the wearer.

Snowball - A ball of finely crystallized snow that is quite responsive to drops in temperature. When it makes contact with ice (or Ice-typed moves), it will send a wave of chilled energy into the holder and grant them a boost in Attack. It will only work once within a battle and will need some time to warm before it can be used again.

Weakness Policy - A peculiar document that has a complex contract printed on it, obliging the opponent not to hit the holder with a super-effective attack. If the holder is hit with a super-effective attack, they will be given a great boost to Attack and Special Attack. According to the terms of the document, it will only work once per battle.

Zoom Lens - A zooming lens that allows Pokémon to pinpoint their targets, especially from a distance. It gives Pokémon the ability to hit targets from a distance with greater success, as well as making their moves generally more accurate.

Wide Lens - A simple lens that increases the field of view of Pokémon. It makes Pokémon more aware of their visual surroundings and increases their ability to counter accuracy-lowering tactics, such as Double Team or fogs.
Scope Lens - A complex lens that allows Pokémon to look more closely at their foe. It makes it easier to hit specific areas on a Pokémon or hit a weak spot.

Lagging Tail - An extremely heavy tail that slows down the Pokémon holding it. It makes it tough for the holder to move, effectively reducing their movement speed.

Quick Claw - A light, sharp claw that gives holders a little bit of initiative. It gives Pokémon a little burst in speed that allows them to attack first occasionally.

Flame Orb - A hot orb that roars with a constant flame in its interior. It is extremely hot to the touch and holding it inflicts a burn.
Toxic Orb - A strange, poisonous orb that is covered in a layer of noxious film. Holding it will badly poison the Pokémon.

Iron Ball - An extremely dense iron ball that is very, very heavy. It weighs down the Pokémon that holds it and keeps Flying and levitating Pokémon from flying and holds them to the ground.

Ring Target - A strange target that draws in energy from attacks and converts them into damage. It makes it so that attacks that the holder would otherwise be immune to deal damage.

Air Balloon - A balloon filled with a strange gas that allows any Pokémon holding it to float in the air just a little. If hit with an attack, it will burst, but it will inflate again after the battle has ended.

Amulet Coin - A lucky gold charm that brings the holder good luck. If a Pokémon in the party is holding it during a quest or battle, the trainer will receive 20% more cash.

Destiny Knot - A bright red string that symbolizes the connection between everyone. If a Pokémon of the opposite gender makes contact with the holder, the foe may become infatuated.

Eject Button - A strange contraption with a large red button on it. When the holder is hit by an attack, it activates the holder's Poké Ball, causing them to be withdrawn.

Focus Band - A headband that is brimming with fighting spirit. It may occasionally allow a Pokémon to endure and lessen the damage from a powerful hit.

Focus Sash - A sash that is brimming with fighting spirit. Once a battle, it may allow a Pokémon to endure and lessen the damage from a powerful hit.

Float Stone - A strange, light stone that appears to float just off the ground. Holding it makes the holder strangely lighter.

Kings' Rock - A pointed, intimidating stone in the shape of a regal crown. Wearing it may intimidate the foe, causing them to flinch occasionally when attacked. It also causes evolution in Poliwhirl and Slowpoke when held while leveling up or being traded.

Red Card - A bright red card with a mysterious power. If the holder is hit by an attack, the card will activate the foe's Poké Ball, forcing them to be withdrawn.

Rocky Helmet - A rugged helmet covered with small, rough rocks. If a Pokémon is hit by an attack that makes contact, their foe will suffer recoil.

Safety Goggles - Dustproof goggles that allow Pokémon to weather hail, sandstorms and dust. It protects the wearer from damage from weather, as well as the effects of powder-based moves.

Shed Shell - A tough, discarded carapace that a Pokémon can wear. It can be used to escape curses, binding or restraints that might prevent switching.

Smoke Ball - A small orb that issues forth smoke. It allows for quick escapes that guarantees fleeing from Pokémon when held.

Sticky Barb - A spiny barb that hurts the Pokémon that hold it. It will take a small amount of damage progressively when held. If contact is made, it may transfer between Pokémon.

Eviolite - A strange lump of clay that seems to hold some sort of evolutionary power. Pokémon that have yet to evolve but are still able will receive a solid boost to both defenses when holding it.

Exp. Share - A peculiar machine that somehow gives the Pokémon that wears it experience, even when not working or fighting. When wearing this machine, the Pokémon will gain roughly 1 level for every two gained by another Pokémon in the party by methods other than Rare Candy use.

Lucky Egg - A rare type of sturdy Chansey egg are extremely hard to find. It radiates a strange energy that makes Pokémon gain levels faster. A Pokémon holding this item will grow levels roughly x1.5 faster, though the Pokémon must hold it from the time it gains a level until it gains the next level to receive its full effects.

Cleanse Tag - A mysterious tag that wards off hostile and evil spirits. Aggressive Pokémon will be calmed by the a Pokémon holding this tag.

Mental Herb - A fresh herb whose sharp scent snaps Pokémon who hold it out of a number of negative mental states, such as infatuation, Taunt, Encore, Torment and Disable.

Power Herb - A strong herb with a heavy scent that gives Pokémon a huge burst of temporary energy, allowing them to use moves that typically take a great deal of time to begin or charge much faster and without a wait once per battle.

White Herb - A sweet herb with a light scent that encourages its holders. It negates any negative stat changes once per battle.

Protective Pads - A set of special, sturdy pads to be worn by a Pokémon. They protect the wearer from being affected by abilities or attacks that do damage or cause statuses when the holder makes contact with its foe.

Terrain Extender - A can filled with what seems to be an unlimited amount of an unknown substance. When the Pokémon who holds this item uses a Terrain move, it automatically activates, spraying the arena with a strange mist that extends the presence of the Terrain move.

Electric Seed - A bunch of odd seeds that are sparking with electricity. When Electric Terrain activates, the holder can eat a seed to boost their Defense. They will regenerate after battle.

Grassy Seed - A bunch of odd seeds that are filled with a verdant energy. When Grassy Terrain activates, the holder can eat a seed to boost their Defense. They will regenerate after battle.

Misty Seed - A bunch of odd seeds that seem to exude an odd mist. When Misty Terrain activates, the holder can eat a seed to boost their Special Defense. They will regenerate after battle.

Psychic Seed - A bunch of odd seeds that seem to exude psychic energy. When Psychic Terrain activates, the holder can eat a seed to boost their Special Defense. They will regenerate after battle.

Evolutionary Items
A class of particular items are said to invoke evolution in certain Pokémon. They are often objects that are strongly associated with a species or that they have a great affinity with, and require either a level or trade to trigger the evolution.

Dragon Scale - A scale from a mystical dragon that held great power. It grants a boost to Dragon-typed moves. It will also allow Seadra to evolve if a level is gained or it is traded while holding the item.

Dubious Disc - A peculiar disc loaded with data from an unknown source; it holds some very questionable information. It will allow Porygon2 to evolve while holding the item if a level is gained or it is traded while holding the item.

Electirizer - A unit that generates a great deal of electrical energy. It causes Electabuzz to evolve while holding it if a level is gained or it is traded while holding the item.

Magmarizer - A unit that generates a great deal of geothermal energy. It causes Magmar to evolve while holding it if a level is gained or it is traded while holding the item.

Oval Stone - A smooth, rounded stone shaped like an egg. It causes Happin to evolve while holding it if a level is gained.

Prism Scale - An enchanting and mysterious scale that shines with a rainbow of colors. It causes Feebas to evolve while holding it if a level is gained or it is traded while holding the item.

Protector - A rocky piece of protective equipment. It causes Rhydon to evolve while holding it if a level is gained or it is traded while holding the item.

Reaper Cloth - A cloth that appears to be from another plane, filled with a powerful spiritual energy. It causes Dusclops to evolve while holding it if a level is gained or it is traded while holding the item.

Razor Claw - A sharp claw that is perfect for raking at and hooking foes. Holding it makes it easier to target weak spots. It also causes Sneasel to evolve while holding it if a level is gained.

Razor Fang - A piercing fang that will can the foe with a painful stab. Holding it may cause foes to flinch. It also causes Gligar to evolve while holding it if a level is gained.

Sachet - A sachet filled with fragrant perfumes that are just slightly too overwhelming. It causes Spritzee to evolve while holding it if a level is gained or it is traded while holding the item.

Up-Grade - A disc containing data of an upgrade engineered by Silph Co. It causes Porygon to evolve while holding it if a level is gained or it is traded while holding the item.

Whipped Dream - A soft and sweet treat made of a fluffy, puffy, whipped and whirled cream. It causes Swirlix to evolve while holding it if a level is gained or it is traded while holding the item.

Strange Souvenir - An odd souvenir from a distant region that holds a strange power. It causes Pikachu, Cubone and Exeggcute to evolve into their Alolan variants when combined with their standard evolution methods.

Special Held Items
A small class of items see special use for particular Pokémon. They are somewhat hard to come by but are quite useful for the Pokémon that are associated with them.

Deep Sea Scale - A scale shed from the body of a Gorebyss. If held by a Clamperl, its Special Defense will increase significantly. It will also allow it to evolve into Gorebyss if a level is gained or it is traded.

Deep Sea Tooth - A fang shed from the mouth of a Huntail. If held by a Clamperl, its Special Attack will increase significantly. It will also allow it to evolve into Huntail if a level is gained or it is traded.

Light Ball - An orb that contains a great deal of static electricity. When held by a Pikachu, it increases their Attack and Special Attack. When held by a Pikachu or Raichu when breeding, their resulting offspring, if Pichu, will be able to use Volt Tackle from birth.

Lucky Punch - An odd glove on a spring that Chansey seem to enjoy. It adds an extra punch to their attacks.

Metal Power - A fine, hard powder that Ditto will incorporate into its body when held, increasing its defense.

Quick Powder - A fine, hard powder that ditto will incorporate into its body when held, increasing its speed.

Stick - A particularly long and sturdy leek - a perfect weapon for a Farfetch'd. When held by Farfetch'd, it will be able to better target weak points and perform attacks more adeptly.

Thick Club - An extremely thick and sturdy bone - a perfect weapon for Cubone and Marowak. When held by a Cubone or Marowak, it will increase their Attack.

Glass Flutes
The art of glass-making, originally performed and mastered in the Hoenn region, has found its way to Kanjohto, where glassblowers craft a number of intricate items. One of their most popular - and still useful - items are glass flutes, which can be used for a variety of things. They are often tuned to frequencies that Pokémon are sensitive to, affecting their appearance in the wild or their actions in battle.

Black Flute - A flute with a deep, onyx color that creates a low, groaning tone when played. Wild Pokémon react fairly poorly to it, causing them to avoid the player. It may also cause aggressive or territorial Pokémon to run off if confronted with the sound.

White Flute - A flute with a white, nearly clear color that creates a high, melodic tone when played. Wild Pokémon are attracted to the sound, and while they won't necessarily be drawn to humans, they will be somewhat more curious and generally act more calmly.

Blue Flute - A flute with a sky blue color that creates a high-pitched, warbling tone when played. It wakes Pokémon from sleep.

Red Flute - A flute with a rosy color that creates a mid-ranged, flat tone. It snaps infatuated Pokémon out of their stupor.

Yellow Flute - A flute with a sunny yellow color that creates a calm, quiet tone. It snaps Pokémon out of confusion.

Misc. and Special Items

Trainers may also find use from a handful of other items not found in stores. These items may be few in quantity or distributed by the mysterious Jeri Co. and otherwise unobtainable.

Honey - A sweet substance produced by Combee. Pokémon are rather fond of it, and offering it to them will calm them down and make them easier to befriend.

Ability Capsule - This strange capsule releases a burst of smoke when the button is pressed. If used in the presence of a Pokémon, it will bring out their nature, changing their ability to their other standard Ability.

Hidden Ability Capsule - This strange capsule releases a burst of dream smoke when the button is pressed. If used in the presence of a Pokémon, it will bring out their hidden nature, changing their ability to their Hidden Ability.

Perfect Ability Capsule - This strange capsule releases an odd smoke when the button is pressed. If used in the presence of a Pokémon, it will bring out their inner nature, allowing them to possess two abilities simultaneously.

Boat Ticket - A ticket that will allow you to travel between any two adjacent ports in Kanjohto in the span of one update. (Adjacent ports are Cianwood > Olivine > Azalea > Pallet > Fuchsia > Lavender > Cerulean)

Traning Pass - A pass that will allow you to train a move on your Pokémon at any gym, free of charge.

Jumpstart Pass - A ticket that entitles the holder to a special training for one Pokémon, which will grant them access to their next offensive move by level up early (this training can be combined with standard level training only).

Candy Egg - A candy egg embued with special properties. Feeding it to a Pokémon will allow them to remember an Egg Move of your choice.

Poké Doll - A cute doll that will allow you to quickly befriend or placate any Pokémon. However, as Pokémon often grow relatively attached to it, you are unlikely to get more than one use from it.

Enigmatic Candy - A mysterious candy with a wonderful taste. It will improve the mood of any Pokémon by 30 and give them a level if fed to them.

Deluxe Candy - This strange candy, wrapped in a gold wrapper, has a luxurious and magnificent taste. It seems to evoke a strange feeling in certain Pokémon, allowing them to learn a move only available through Events, purification, the Dream World or similar, limited-time circumstances.

Platinum PokéBlock - A Pokéblock with a complex range of tastes. Any Pokémon will love to eat this Pokéblock, and will gain 50 in each appeal stat, as well as 30 mood.

One of the core mechanics of Wild Future is the ability to befriend and bond with wild Pokémon in order to recruit them to be a part of your team. Once they join up, however, shouldn't you also get a little extra out of bonding with your newfound partners?

In the spirit of promoting trainer-Pokémon bonding, we're introducing the Mood System! This mechanic is entirely optional, as it definitely requires a lot more effort on the part of the trainer to keep up with it, but I think it will be quite worth it.

Mood is a measure of how contented Pokémon are in your care. Mood is measured in a number between 0 and 200. There are a number of ways to increase a Pokémon's mood (as well as a few ways to lower it). When you hit certain thresholds, your Pokémon will gain a few benefits - anything from free egg moves, to faster leveling, to earlier evolution!

All Pokémon start with a little bit of mood - wild Pokémon will start with 20 mood, while starter Pokémon start at 50 mood. If you hatch your Pokémon from an Egg, they'll start automatically with 100 mood. Pokémon who are kept in certain PokéBalls will also have an increased base Mood, and will be unable to fall below that level. It's also worth noting that any mood-increasing events that happen pre-capture (with the exception of fainting) will also improve their mood, even before capture!

Poké Balls - modify the base mood, depending on the ball and the Pokémon's compatibility

Beyond battling, Pokémon also have a natural penchant for showmanship. However, these traits are not entirely inherent, and also require a bit of training and grooming in order to bring out these traits. The primary means of bringing out these qualities is the PokéBlock, a special food made of highly processed and condensed berries which extract the pure essence of the berries' flavors. While typically, these are used with the express purpose of improving these attributes for show in Contests, researchers have discovered that these attributes not only improve the Pokémon's ability to perform in shows, but also in battle.

All Pokémon have 5 Appeal Attributes (otherwise known as Contest Stats or Conditions) that can be raised from 0 to 400. The stats are Beauty, Cleverness, Cuteness, Toughness and Coolness. The primary way of fostering these stats are through PokéBlocks. PokéBlocks are a special Pokémon food that improve their statistics and allow them to perform more aptly in certain aspects. At certain milestones, Pokémon will gain slight advantages and special moves associated with that attribute (Pokémon who already naturally learn these moves via level or Egg will be able to select an Egg move or Tutor move if there are no Egg moves to learn).

Beauty
Beauty is associated with grace, elegance and form, and is increased by PokéBlocks with a Dry taste. It is also the most visually-oriented Appeal Attribute, and as such, Pokémon with a high Beauty attribute will perform more impressive visual displays. As a Pokémon's Beauty increases, moves with a clear sensory element, such as the use of light or sound, or incorporating the Pokémon's visual appearance, such as Charm or Attract, will be more potent. At 100 Beauty, their sensory moves will become slightly more potent. At 200 Beauty, they will learn Captivate. At 300 Beauty, their sensory moves will become even stronger. At max Beauty, they will learn Hyper Voice. (Additionally, Feebas that have gained 200 Beauty are able to evolve into Milotic)

Cleverness
Cleverness is associated with cunning, intelligence and resourcefulness, and is increased by PokéBlocks with a Bitter taste. It centers around tactics and strategy, and promotes moves that go beyond simple brute force. As a Pokémon's Cleverness increases, moves that have effects of a set duration will increase in duration. At 100 Cleverness, moves of a set duration will last one more move's worth of time. At 200 Cleverness, the Pokémon will learn Disable. At 300 Cleverness, moves of a set duration will last 2 more move's worth of time. At max Cleverness, they will learn Recover.

Cuteness
Cuteness is associated with meekness, vulnerability and positive emotions, and is increased by PokéBlocks with a Sweet taste. It centers around making the foe feel vulnerable or and striving to make yourself look as harmless as possible, and primarily deals in the manipulaiton of emotions. As a Pokémon's Cuteness increases, moves that deal with emotions (both your own, such as Work Up, Psych Up, Celebrate, etc. and others, such as Charm, Fake Tears, Baby-Doll Eyes, Swagger, Taunt, Encore, Attract, etc.) will be more potent. At 100 Cuteness, moves dealing with emotion will become slightly more potent. At 200 Cuteness, they will learn Charm. At 300 Cuteness, moves dealing with emotion will be even stronger. At max Cuteness, they will learn Present.

Toughness
Toughness is associated with fortitude, strenght and aggression, and is increased by PokéBlocks with a Sour taste. It centers around looking rather tough and aggressive, and putting on a good, strong façade. As a Pokémon's Toughness increases, moves involving intimidation (Roar, Growl, Scary Face, Glare, Leer, Snarl, Torment, etc.) or fortifying one's self (such as physically defensive boosts, like Iron Defense, Harden, Endure etc. or moves like Protect or Detect) will be more effective and more likely to succeed. At 100 Toughness, moves of this type will be more effective. At 200 Toughness, they will learn Bulk Up. At 300 Toughness, these moves will be quite effective. At max Toughness, they will learn Double-Edge.

Coolness
Coolness is associated with showiness, style and flair, and is increased by PokéBlocks with a Spicy taste. It centers around appearing flashy and impressive to wow your foes and audience with skills and visuals. As a Pokémon's Coolness increases, secondary effects of moves will become more potent. At 100 Coolness, secondary effects will be slightly more potent. At 200 Coolness, they will learn Double Team. At 300 Coolness, their secondary effects will be quite potent. At max Coolness, they will learn Trump Card.

PokéBlocks can be obtained in a variety of ways. However, they can also be made from Berries. Gyms typically house Berry Blenders, which allow you to combine berries to produce a PokéBlock. In order to make a PokéBlock, you must have at least 4 berries. The resulting PokéBlock will have stats depending on the berries used - the strenght of the flavor of the block will be equal to the half combined flavor of all the berries. Oran, Lum, Sitrus and Persim berries, as fairly bland berries, do not contribute any of their own flavors, though they will add +5 to any flavors already contributed by other berries.

As an example, if I take a Cheri Berry, Oran Berry, Chesto Berry and Bluk Berry, the resulting Berry would have a flavor of +15 Coolness and +15 Dryness. PokéBlocks will also have colors based off their flavor. Refer to this table to figure out the color (PokéBlocks become Gold if their total flavor is over 50).